 
                
            Best Starter Builds for Keepers of the Flame League and Patch 3.27
Our top recommendations for Keepers of the Flame League Starter buildsThe Best Starter Builds
for the Keepers of the Flame League
[Patch 3.27]
The Keepers of the Flame League is a first successor League that focuses on expanding previous Endgame mechanics. The fan-favourite Breach received a total revamp, making it more engaging, challenging, and rewarding, while still keeping the core idea of killing large packs of monsters in circles. There are a multitude of other changes, such as new Skills, adjustments to the existing Skills, brand new Bloodline Ascendencies, and many more.
The overall balance didn't change as much as expected. Arguably, the loss of Mercenaries will affect player's top choices more than the Patch Notes themself. One of the biggest impacts on all Builds is very indirect - the Atlas Passive Tree lost roughly 30% increased effect of Map Modifiers, and certain Modifiers that grant Extra Damage for Monsters are less effective. This makes them considerably less deadly, especially as you start to accumulate multiple dangerous Modifiers at once to ramp up the rewards. On the other hand, Spell Suppression is now less effective, although it is still one of the best defenses for Builds that can access it easily.
The individual Buffs and Nerfs to Skills are rather scarce. Most of them are small numerical adjustments and won't fundamentally change how the Build is played, resulting in roughly 10% DPS gain or loss, although some Skills, such as Cyclone, received a more favourable 20% Damage boost. Unfortunately, the notable changes are mostly negative: Volcanic Fissure of Snaking lost its overlapping potential, while Pyroclast Mines no longer add an insane amount of Fire Damage with its Aura.
A lot happened to Ascendencies. The Assassin received a major rework, which now allows you to inflict Poison with any Damage type and make your Critical Hits more effective in general. It still lacks proper, unconditional defense, which you will have to acquire through Gear instead. The Trickster lost plenty of Damage through Skill Speed and Energy Leech Support adjustment, but the core idea of stacking Energy Shield, Evasion, Suppression, and excellent Recovery via Leech and Ghost Dance is still absurdly powerful for survivability. The new Bloodline Ascendencies might turn out to be an amazing addition for every Build that can afford the Ascendency Points, or a more situational pick for specific Builds, but it is too early to properly measure that feature.
With that in mind, we've compiled a list of the best PoE league starter builds for 3.27 that are reliable, tested, and efficient. Whether you're a seasoned veteran or just diving into Path of Exile, these builds will help you breeze through the early content and establish a strong foundation for the League of Trarthus.
Note: not all the builds are updated for Patch 3.27, but they all are in a state which will allow you to get started while we work on updating them
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|  | Cold Exsanguinate Miner Trickster | |
| This Build combines excellent Clear Speed and good Single-target Damage. As a Miner, you will lack Leech, but can ignore Reflect modifiers instead, making it easier to unlock your Atlas. To counter the Life Costs of your Skill, you will need to get Life Regeneration on Gear instead. You will also convert your Physical Damage to Cold, which will Freeze most Enemies, making it easier to survive. The Buffs for the Exsanguinate skill only affect the DoT part, which this Build ignores, but it is still insanely powerful. Against Pinnacle Bosses, it is a good idea to swap your main skill to Reap, which can deal an insane amount of Damage with the Blood Charges stacked up, especially with the Vaal Reap, which raises the maximum limit even more. You can also experiment with the Bladefall Skill, which scales very similarly and now has one of the highest base Critical Strike Chances out of all Skills, although it won't match the amazing AoE Coverage of Exsanguinate. For the full Guide, you can check: Cold Exsanguinate Miner Trickster | ||
|  | Poisonous Concoction Pathfinder | |
| The Poisonous Concotion received a very minor Nerf. It deals less base Damage, but gains more Damage from your Flask, leading to almost identical DPS. This Build starts out very strongly, but to push it further in the Endgame, you will need some proper Gear and Jewels. Thanks to its phenomenal Flasks, you will be very fast, decently durable, and can gear up for much cheaper, as you won't need that many Resistances on your Gear. The Poison Proliferation and automatic Wither application with each Hit is particularly great against dense packs of Monsters, which is the main theme of this League mechanic. It is also an ideal baseline to respec into other Poison-based Builds that require even more Gear, such as the very popular Viper Strike of the Mamba, or specific farm methods such as quick Heist running. For the Guide please check: Poisonous Concoction Pathfinder | ||
|  | Eviscerate Ignite Elementalist | |
| The Retaliation Skills are perfect for applying Damaging Ailments such as Bleed and Ignite due to their insanely high Damage, limited by short Cooldown. The Ignite, however, has a massive scaling advantage and the possibility to Proliferate, leading to a very effective AoE Coverage. This Build is on the slower side of this list due to its unique gameplay that requires you to Block a Hit before you can Attack, but when you do so, the entire screen will evaporate, melting away hordes of monsters and Bosses alike. It is also exceptionally durable thanks to high Block Chance, a high Energy Shield pool, Physical Damage Taken conversion, great Recovery on each Block, and Regeneration. The Endgame variant uses Ephemeral Edge to scale Damage through Energy Shield, but you can successfully start using a very cheap Rebuke of the Vaal and opt for the cheaper Hybrid Life and Energy Shield defense. Full Guide: Eviscerate Ignite Elementalist | ||
|   | Shockwave Cyclone Slayer | |
| The Cyclone deals 20% More Damage now, but you will still want to combine it with the Shockwave Support for a bursty and explosive gameplay that obliterates entire packs of monsters. At first, you will use regular Cyclone, but later on, you should swap for the Transfigured Tumult version that provides massive AoE, greater Damage, but requires Stampede Boots to retain enjoyable Movement Speed. It is a very simple pick, with straightforward Gearing options and natural progression through the Campaign. The Fortify, Endurance Charges, and great Leech provide decent survivability, although Boss' Spells will still hit you hard without any Spell Suppression. You will also be able to easily transition into a more gear-intensive Flicker Strike to reach the pinnacle of Clear Speed. Full Guide can be found here: Shockwave Cyclone Slayer | ||
|  | Blink and Mirror Arrow Necromancer | |
| The nerfs to this Setup are quite massive, but frankly, they were well-deserved as the Build was absurdly strong, which allowed you to progress through the game at an easy mode. It is now simply very good instead of being overpowered. The removal of the Accuracy Rating for Minions and the possibility to use powerful special Spectres without losing them on death can quite easily make up for the Damage loss. The lower Duration doesn't change your gameplay - you would need to move your stationary Minions as you Clear the Map, and for Bosses, you had to upkeep the Fresh Meat Support by creating new clones constantly anyway. The Build can also be started as a Guardian with almost no changes to the Passive Tree. It offers an easier Campaign progression with Radiant Sentinel and free Damage Auras, but lacks the Utility and Defense of the Necromancer later on. You should start as the regular Summoner using Raging Spirits or Absolution, and try to get the Transfigured Gems as soon as you unlock the Player Market in Act 6. Full Guide can be found here: Blink and Mirror Arrow Necromancer | ||
|  | Power Siphon of Archmage Ballistas Hierophant | |
| The Power Siphon of Archmage sources tons of Added Lightning Damage from your Mana, almost twice as much as the popular Archmage Support for the Spell Casters. It has very fast Attack Speed, and you can attach it to multiple Ballista Totems that use this Skill for you, leading to very smooth gameplay. The Gearing process is very simple, as you mostly just need Mana, and the new Wands types should make crafting your Weapon easier. Keep in mind, this Build won't be a good pick if you want to test the new Wand Skills, as it utilises the very specific modifier of the Transfigured Power Siphon Gem. In the later stages, you will want to use the possibly expensive Indigon Helmet to capitalise on the Arcane Cloak Buffs, but in the early progression, the cheap Wilma's Requital can provide tons of consistent Damage through additional Totem and Cast Speed scaling. Full Guide: Power Siphon of Archmage Ballistas Hierophant | ||
|  | Elemental Hit of the Spectrum Deadeye | |
| With so many new Bow Skills in this League, we could not skip the Elemental Hit Deadeye. At its core, it is the simplest Bow Build possible that focuses on Crits and Elemental Damage with Bows, making it very flexible to try out and test new Skills. The Elemental Hit of the Spectrum ensures your League Start will process smoothly, as it provides tons of flat Elemental Damage, which may make up for bad luck with Weapon Crafting. This Build is not very durable, and it does not excel at Pinnacle Bosses, but it makes up for that with amazing Clear Speed and AoE Coverage. The new Wall of Force Skill is especially interesting here, as it might elevate your Boss Damage to insane levels with proper Setups, but it is too early to be sure of that. The Ranger Class is also the best to try out the new Wand Skills, with some minor adjustments to the Passive Tree. Full Guide: Elemental Hit of the Spectrum Deadeye | ||
|  | Earthshatter Berserker | |
| The Volcanic Fissure of Snaking lost a lot of its AoE and Damage against Bosses, but the rest of the Slam Archetype remains untouched, meaning they are still very good. The best candidate to use is the Earthshatter due to its great AoE Coverage combined with massive overlapping Damage potential, but you can replace it with any other Slam with no real changes to the Build. It is simple yet effective. Despite the Berserker Class, you can get reasonably tanky thanks to the Fortify, Endurance Charges, and plenty of Armour. The Gearing consists almost exclusively of Rare Items, making it very easy to assemble and upgrade over time. The only exception is the Echoes of Creation Helmet, which is not recommended for early progression anyway due to the self-inflicting Damage. Full Guide can be found here: Earthshatter Berserker | ||
|  | Melee Poison Assassin | |
| The Critical Poison Archetype was already fairly strong thanks to the recently reworked Perfect Agony Keystone, and the new Assassin Rework makes it even more tempting than ever. You can massively improve your Poisons inflicted by Critical Strikes, and you are effectively guaranteed to land Critical Hits against Enemies that are not on a Low Life, meaning the first half of their maximum Life. Scaling Elemental Damage is much easier than scaling pure Physical or Chaos Damage, which previously required a special Dagger type obtainable only in Heist, which made starting this Build somewhat problematic, and now can be granted by your Ascendency. This Setup is very flexible, as it doesn't rely on a specific Skill Mechanics to work. It is still a Poison Build, so the ramp-up of your Damage is unavoidable. The Rework did not solve the defensive issue, so you still have to rely on your Items to become more tanky. Full Guide can be found here: Melee Poison Assassin | ||
|  | Lightning Conduit Elementalist | |
| The Lightning Caster Elementalist is a prime example of a Build losing a lot of Damage not because of the Patch Notes, but due to the lack of Mercenaries. The Golems are slightly less effective, but you still get more than double their base effects. That said, it is still a very strong and effective Setup that works perfectly well on a minimal Budget. The Lightning Conduit is a two-part Combo that requires putting down Orb of Storms first to Shock enemies, but you can also opt for Spells such as Crackling Lance, which obviously deal less Damage, but don't require combos to work. At first, we recommend opting for the hybrid Setup to enable the Pain Attunement Keystone for a massive boost to Damage. Once you acquire better Gear, you can opt for the Chaos Innoculation, becoming Immune to Chaos Damage and focusing entirely on raising your Energy Shield to very high values. Full Guide: Lightning Conduit Elementalist Starter Build | ||
As always, basically, all the builds mentioned here are described in full detail on our website and in their video counterparts. Our build guides will help you understand the purpose and inner workings of each element implemented, explain the leveling process step by step, and suggest minor changes if the build allows for any adjustments. If you enjoy this type of content, subscribe to our Youtube channel as we often cover the hot new popular builds as well as some niche and interesting ones you might find of interest. And don't hesitate to suggest the topics you'd like us to cover, leave feedback to let us know how's the work, or help us improve our presentation formula.
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Pictures used in this article are the intellectual property of Grinding Gear Games.
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